Category:Supplemental Variant Rule
From D&D Wiki
These are all the supplemental variant rules on D&D Wiki. A supplemental variant rule can be implemented into a campaign with little or no change in the core dynamics. These rules cover an area that the core rules are not covering or are not covering well. See also 3.5e Rules.
Pages in category "Supplemental Variant Rule"
The following 200 pages are in this category, out of 430 total.
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- Abilities of a Gestalt (3.5e Variant Rule)
- Ability Damage (3.5e Variant Rule)
- Ablaze (5e Variant Rule)
- Action (3.5e Variant Rule)
- Adaptation (3.5e Variant Rule)
- Addiction Rules (Fallout Supplement)
- Additional Conditions (5e Variant Rule)
- Additional Creature Properties (5e Variant Rule)
- Additional Loot Drops (4e Variant Rule)
- Additional Ritual Spells (5e Variant Rule)
- Additional Skills (4e Variant Rule)
- Additional Spell Properties (5e Variant Rule)
- Additional Status Conditions (5e Variant Rule)
- Advanced height and weight (5e Variant Rule)
- Advanced Psychic Techniques (3.5e Variant Rule)
- Advanced Smithing (3.5e Variant Rule)
- Alcohol Rules (3.5e Variant Rule)
- Alignment Meter (3.5e Variant Rule)
- All Out Attacks (5e Variant Rule)
- All Spells Upcast (5e Variant Rule)
- Alt-Fire (5e Variant Rule)
- Alternative Conditions (4e Variant Rule)
- Alternatives to Strain (3.5e Variant Rule)
- Animal Languages (3.5e Variant Rule)
- Animal Training (5e Variant Rule)
- Antimagic (5e Variant Rule)
- Apport (3.5e Variant Rule)
- Arcane Firearm Modifications (5e Variant Rule)
- Arcane Traditions, for non-Wizards (5e Variant Rule)
- Armor Modifications (5e Variant Rule)
- Armor Piercing (5e Variant Rule)
- Armor Properties (4e Variant Rule)
- Artwork (5e Variant Rule)
- Attacks of Opportunity (3.5e Variant Rule)
- Auger Base Attack Bonus (3.5e Variant Rule)
- Automaton Crafting (5e Variant Rule)
B
- Balanced Rolling for Hit Points (5e Variant Rule)
- Balanced Stats (5e Variant Rule)
- Balancing Huge Player Characters (5e Variant Rule)
- Bardic Colleges, for non-Bards (5e Variant Rule)
- Battle Magic (3.5e Variant Rule)
- Becoming a Lich (5e Variant Rule)
- Beneficial Drugs (3.5e Variant Rule)
- Birthday (5e Variant Rule)
- Bleed (5e Variant Rule)
- Blink Teleport (3.5e Variant Rule)
- Blood Damage (5e Variant Rule)
- Bodily Relics (3.5e Variant Rule)
- Body Control (3.5e Variant Rule)
- Body Type (5e Variant Rule)
- Boss (5e Variant Rule)
- Brawling (3.5e Variant Rule)
C
- Called Shots (5e Variant Rule)
- Catch (5e Variant Rule)
- Challenge Ruleset (3.5e Variant Rule)
- Character Lifepath (3.5e Variant Rule)
- Characters Beyond 20th level (5e Variant Rule)
- Charging (5e Variant Rule)
- Chilled and Shocked Conditions (5e Variant Rule)
- Chocobo Breeding (3.5e Variant Rule)
- Chocobo Breeding, Variant (3.5e Variant Rule)
- Chocobo Mounts (3.5e Variant Rule)
- Class and Cross-Class Skills (3.5e Variant Rule)
- Cleric Domains, for non-Clerics (5e Variant Rule)
- Combat Sense (3.5e Variant Rule)
- Combination Weapons (5e Variant Rule)
- Combined Skill Checks (5e Variant Rule)
- Competitive Games (5e Variant Rule)
- Constructing Siege Engines (5e Variant Rule)
- Convertible (5e Variant Rule)
- Converting D&D Classes to d20 Modern (D20 Modern Variant Rule)
- Cooking Skill (3.5e Variant Rule)
- Corruption, BB Variant (3.5e Variant Rule)
- Craft Magical Beast (3.5e Variant Rule)
- Crafting Magic Items (5e Variant Rule)
- Creating a Gestalt (3.5e Variant Rule)
- Creating A Permanent Spell Effect (5e Variant Rule)
- Creating Spells (3.5e Variant Rule)
- Creature Features (5e Variant Rule)
- Creatures CR 50+ (5e Variant Rule)
- Critical Hit Tables (5e Variant Rule)
- Cross-Class Psychics (3.5e Variant Rule)
- Cryokinesis (3.5e Variant Rule)
- Currency Exchange (5e Variant Rule)
- Custom Feat & Skill Lists (3.5e Variant Rule)
- Custom Weapon Design (5e Variant Rule)
- Customizing Psychic Abilities (3.5e Variant Rule)
- Cyborg traits (5e Variant Rule)
D
- D&D War Rules (4e Variant Rule)
- D8 Random Dungeon (5e Variant Rule)
- Damaging Psychic Shields (3.5e Variant Rule)
- Dimensional Phase (3.5e Variant Rule)
- Dimensional Shift (3.5e Variant Rule)
- Dire (5e Variant Rule)
- Dire Diseases (5e Variant Rule)
- Disarming (5e Variant Rule)
- Disenchanting a Magic Item (5e Variant Rule)
- Dismounting (5e Variant Rule)
- Domain Skill (5e Variant Rule)
- Domination (3.5e Variant Rule)
- Double Weapon (5e Variant Rule)
- Downtime Activity Proficiencies (5e Variant Rule)
- Dragon Lycanthropy (5e Variant Rule)
- Dragons, General (2.5e Variant Rule)
- Drain Ability (3.5e Variant Rule)
- Drain Emotion (3.5e Variant Rule)
- Drain Power (3.5e Variant Rule)
- Drain Vitality (3.5e Variant Rule)
- Dreamwalk (3.5e Variant Rule)
- Drinking (5e Variant Rule)
- Drinking Contests (3.5e Variant Rule)
- Drop Prone (5e Variant Rule)
- Drugs and Medicines (5e Variant Rule)
- Druidic Circles, for non-Druids (5e Variant Rule)
- Dueling (3.5e Variant Rule)
- Dungeon Location Investigation (5e Variant Rule)
E
- Elder Blessings (5e Variant Rule)
- Elder Scrolls Style Alchemy (3.5e Variant Rule)
- Eldritch Knight, Variant Spell List (5e Variant Rule)
- Elementrics (3.5e Variant Rule)
- Elite Characters (4e Variant Rule)
- Empathic Projection (3.5e Variant Rule)
- Empathy (3.5e Variant Rule)
- Empowered Cantrips and Simplified Spells (5e Variant Rule)
- Enchanting Items (3.5e Variant Rule)
- End Rightly (5e Variant Rule)
- Enhance Ability (3.5e Variant Rule)
- Enhance Senses (3.5e Variant Rule)
- Entangle (5e Variant Rule)
- Environmental Objects (3.5e Variant Rule)
- Environmental Spell Component (5e Variant Rule)
- Epic Levels, Ascension, Godhood, and Divine Rank (5e Variant Rule)
- Epic magic (10th+ level magic) (5e Variant Rule)
- Epic Strength (5e Variant Rule)
- Ethnic Weapons (5e Variant Rule)
- Everyday spell caster (5e Variant Rule)
- Evil Weather (3.5e Variant Rule)
- Existing Skills (3.5e Variant Rule)
- Expanded Interactions (5e Variant Rule)
- Expanded Magical Properties (5e Variant Rule)
- Expanded Religions (3.5e Variant Rule)
- Expensive (5e Variant Rule)
- Extending Psychic Shields (3.5e Variant Rule)
- Extreme Damage Resistance (5e Variant Rule)
F
- Falling Damage for Non-Medium Creatures (5e Variant Rule)
- Familiarity (3.5e Variant Rule)
- Familiarity vs. Distance (3.5e Variant Rule)
- Fantasy Firearms (5e Variant Rule)
- Fatigue Saving Throws (3.5e Variant Rule)
- Feats with Stricter Requirements (5e Variant Rule)
- Fiendish Deities (3.5e Variant Rule)
- Firearms (5e Variant Rule)
- Flanked (5e Variant Rule)
- Flexible Ability Score Increase (5e Variant Rule)
- Flying Vehicles (5e Variant Rule)
- FMA Alchemy (3.5e Variant Rule)
- Focus (5e Variant Rule)
- Food and Rest Rules (5e Variant Rule)
- Forbidden Spells (5e Variant Rule)
- Force Skills (D20 Modern Variant Rule)
- Fundamental Spellcasting (5e Variant Rule)
- Further Beyond (5e Variant Rule)
G
H
- Hag Curses (5e Variant Rule)
- Half-Breeds (3.5e Variant Rule)
- Healing Factor (3.5e Variant Rule)
- Hidden (5e Variant Rule)
- High Strength with Thrown Weapons (5e Variant Rule)
- High-Speed Vehicle Collissions (5e Variant Rule)
- Higher Player Levels (4e Variant Rule)
- Hindrance (5e Variant Rule)
- Hit Point Booster (2.5e Variant Rule)
- Hit Point Damage (3.5e Variant Rule)
- Huge Player Characters (5e Variant Rule)
- Hybrid Subclasses (5e Variant Rule)
I
- If You're Psychically Grappling (3.5e Variant Rule)
- If You're Psychically Pinned (3.5e Variant Rule)
- Ignited and Soaked Conditions (5e Variant Rule)
- Illusion (3.5e Variant Rule)
- Improved First Aid (3.5e Variant Rule)
- Improvised Weapons (5e Variant Rule)
- Inherent Magical Item Bonuses (4e Variant Rule)
- Initiating a Psychic Grapple (3.5e Variant Rule)
- Interaction With a Gestalt (3.5e Variant Rule)
- Intimidation Rules (4e Variant Rule)
- Invisibility Detection (5e Variant Rule)